Conscript
The Soviet conscript is the equivalent of the Allied Forces GI. Unable to take up fortified positions, the conscript is cheaper than the GI.

C&C: Yuri's Revenge
The Soviet conscript is the equivalent of the Allied Forces GI. Unable to take up fortified positions, the conscript is cheaper than the GI.
Although he is unarmed, the Engineer is an extremely useful unit. Careful use of teams of Engineers can completely change the outcome of a battle. Bear in mind that if you use an Engineer, you lose him. Engineers are used to repair destroyed bridges (you must enter the repair room), capture enemy structures, repair your own, and repair and capture neutral technical buildings. Engineers can also defuse Crazy Ivan’s bombs by targeting the unit or structure that has been mined.
This advanced infantry unit can be used against both ground and air targets. Its Artillery enables it to damage aircraft and inflict serious casualties on enemy infantry.
Attack dogs are specially trained Siberian Huskies; they are extremely effective against infantry, but completely useless against vehicles and structures. They are also your only defence against spies. It may be useful to have an attack dog constantly guarding your base.
This specialised infantry unit attacks using a powerful electric charge generated by a portable Tesla Coil. Tesla Troopers are extremely valuable for many reasons, the main one being their immunity to enemy tanks, which cannot run them over. In the event of a power cut, Tesla Troopers recharge the Tesla Coils defending your base and keep them operational against enemy units. Recharging a Tesla Coil also increases its range and power. To do this, simply move a Tesla Trooper close to it and recharging will take place automatically.
This is a codename used to refer to a Soviet demolition expert: Crazy Ivan places dynamite all over the map. In theory, he can rig just about anything he likes, from enemy structures to conscripts and even cows. When placed on neutral or enemy units or structures, the bombs begin a countdown before exploding. ‘Crazy Ivan’ units are also capable of demolishing bridges by placing dynamite in the repair shed.
This unit is designed exclusively for lunar combat. It is armed with a laser pistol and flies over the battlefield.
Iraqi researchers have developed the ‘Desolator’, a Soldier that destroys everything in its path, leaving behind nothing but desolate and impassable terrain. When deployed, the ‘Desolator’ uses a radiation cannon that irradiates the ground around it, rendering it inaccessible to both infantry and light vehicles. It wears a protective suit to shield it from radiation. When the Desolator is killed or when it is not deployed, the ground it has contaminated slowly returns to normal.
The Cubans have developed this terrorist unit with the aim of attacking enemy bases. The terrorist carries C4 charges strapped to his body and throws himself at his enemies like a suicide bomber, blowing them up quickly and effectively.
Boris is a formidable opponent against infantry, thanks to his rapid rate of fire. Instead of using C4 charges to destroy structures, Boris can call in an air strike by MiGs to bomb the structure at which he is aiming his Laser Turret.
As you will see in the section on Soviet structures, the Construction Yard forms the heart of your base. Very often, you do not start with this structure, but you do have a VCM (mobile construction vehicle). When deployed, it transforms into a Construction Yard, giving you all the benefits of this building.
It is the equivalent of the Allied Forces’ Chrono Miner, and its main purpose is also to collect ore and convert it into resources. Once this process is complete, units and structures can then be produced. Unlike the Allied Forces’ Chrono Miner, the War Miner is not entirely defenceless. It is equipped with a sizeable cannon that enables it to eliminate minor threats. Like all heavy vehicles, it is capable of crushing enemy infantry by running over them.
The Rhino Tank is the Soviet counterpart to the Grizzly Tank. More massive and slower than the Grizzly Tank, the Rhino Tank embodies sheer power and is devastatingly effective against structures.
The V3 Rocket Launcher represents the Soviet army’s Artillery. Although it can be easily destroyed, the V3 is capable of inflicting terrible damage. It fires extremely powerful long-range rockets that destroy everything they hit. It is an excellent support weapon, but it is too vulnerable to lead an attack.
This light vehicle is designed for air defence and ground assaults. Its Artillery fire is similar to that of a Flak Trooper. It can also be used as a troop carrier, transporting infantry units by land. However, it is not amphibious and therefore cannot travel on water.
Terror Drones are new cybernetic units developed by Soviet military research. These small mechanical insects scour the battlefields in search of enemy vehicles. If they spot one within range, the Terror Drones spring into action, rushing inside the vehicle to dismantle it. Only Repair Facilities or Outposts are capable of neutralising the Terror Drone when it goes on the attack.
The most advanced Soviet tank, the Apocalypse Tank, is equipped with a massive gun. It is a huge vehicle that can withstand a great deal of damage before being destroyed. It can be used to attack ground or air targets.
The Tesla Tank is a large ground vehicle that fires Tesla charges instead of bullets. These charges are effective against both units and structures.
The Libyan Demolition Truck is a suicide vehicle designed to sow chaos and terror within enemy bases. This truck is fitted with a small nuclear charge and, when attacked, this charge explodes, destroying everything within a wide radius.
Similar to the Allied Forces’ Amphibious Transport, it is capable of moving infantry and vehicles both on land and on water. It is unarmed, but is heavily armoured to ensure the safe transport of its cargo.
Captured and trained by Soviet scientists, these monstrous creatures grab enemy ships in their powerful tentacles and crush them. The Giant Squid is a Shadow Team and cannot be detected by enemy radar.
This high-speed vessel is capable of engaging all types of targets. It is equipped with an anti-missile system and can be used to protect strategically important structures or locations from missile attacks.
This vessel carries out its attacks beneath the surface of the water and fires powerful torpedoes at its enemies. It cannot attack land-based targets, but it is nonetheless a highly powerful unit in naval conflicts which, in sufficient numbers, can gain total control of waterways. The Typhoon Attack Sub is a stealth unit that cannot be detected by enemy radar.
This large ship is effective at attacking both enemy vessels and land-based installations. Its long-range missiles are extremely powerful, and enemy units find it very difficult to get close enough to destroy it.
These enormous Soviet zeppelins constitute an air force that must not be underestimated. They possess an absolutely incredible ability to withstand damage and drop enormous, extremely powerful bombs. Capable of devastating entire regions, their slowness is their main weakness.
With the development of the Siege Chopper, the Soviets finally have an air support force worthy of the name. Whilst in the air, the aircraft retains its manoeuvrability and effectiveness against enemy infantry units. When deployed, the Siege Chopper lands and uses its formidable weapon to swiftly destroy buildings and stationary targets at very long range.
The Construction Yard is the heart of any base. This structure is the starting point for the creation of all other buildings, from simple walls to sophisticated Battle Labs. As your ability to expand your base and acquire new technologies depends on this building, any wise Commander must protect it at all costs and at all times. Many missions start with a Construction Yard already in place, whilst others begin with a VCM that you will need to deploy in order to start building.
The Tesla Reactor is essential for the operation of Soviet bases. Just like Power Plants, they are of the utmost importance, but highly vulnerable. They must be constantly protected, particularly from Spies.
All infantry units, whether they are basic conscripts or Crazy Ivan, are produced in Soviet barracks. Many other powerful and effective structures, as well as the base’s defences, require a barracks to be present.
Your armoured collectors deliver the harvested ore to the Tiberium Refinery, a central structure in your economic system. Once a collector is fully loaded, it returns to the Tiberium Refinery to unload the ore before heading back to the ore deposit. This ore is then converted into resources, which you can use to purchase structures and units. Every Tiberium Refinery has a Harvester. This structure is essential for every mission; sometimes you’ll even need several of them. The more Harvesters and Tiberium Refineries you have, the more money you’ll earn.
This fixed gun is used to defend against enemy infantry, but is not very effective against vehicles.
This new defensive structure does not, in fact, have any specific defences of its own, but it can accommodate conscripts, who provide it with remarkable firepower. When the conscripts are inside the Battle Bunker, it functions exactly like a garrisonable structure. As it is a Soviet structure, the Battle Bunker can be repaired as soon as it is damaged.
Walls form a passive defence system designed to halt enemy infantry and vehicles. To speed up construction, it is possible to place several sections of wall at the same time.
The Soviet Anti-Aircraft Gun is a fundamental form of defence against all air units. It is extremely effective, particularly against Allied air units, including Rocketeers.
If you want to build vehicles – and you certainly will – you’ll need a Weapons Factory. All land vehicles are manufactured there, but some of them require additional buildings for their production.
The navy plays a very important role in protecting your base and attacking enemy positions. All your naval units, including Giant Squids, are produced in your Naval Yard. This structure must be placed entirely in the water. Damaged ships can return to the Naval Yard to be repaired.
As the Soviets do not have a conventional air force, they do not need an airport. When the Radar Tower is built, the Soviet radar display is activated. Unlocks the Spy Plane in the ‘Yuri's Revenge’ add-on.
The Tesla Coil is an excellent defence for bases, particularly against ground units, and fires powerful bolts of lightning. Unlike other types of defences, the Tesla Coil can be recharged by Tesla Troopers and remains operational even during a power cut.
Many Soviet units, as well as their defences, rely on advanced technologies that are only provided by the Battle Lab. To produce the Soviets’ special weapons, it is essential to have a Battle Lab at your base. They are very expensive to build and require a great deal of energy, but the units and structures they provide make them an indispensable addition to any Soviet base.
During combat, your units will sustain damage. If you take a damaged vehicle to the Service Depot, it will be repaired. Repairs are not free, and the cost depends on the severity of the damage sustained.
This is a particularly interesting Soviet ability that allows you to make units and structures invulnerable for a short period of time. Once ready and selected, the Iron Curtain renders units and structures within a close perimeter indestructible. Invulnerable units cannot be attacked by Terror Drones, but can still be mentally controlled. The power of the Iron Curtain destroys all infantry units on which it is used. It can be used in this way on enemy infantry units as a weapon. When the Iron Curtain is built, all players are notified and the veil covering it is removed.
Once built and installed, this facility significantly reduces the cost of all vehicles. Furthermore, the Industrial Plant reduces the time taken to build these units proportionally.
The ultimate weapon in the Soviet arsenal is the Nuclear Silo. It launches a massive Nuclear Missile that can be used to completely devastate a given area. Furthermore, the radiation it leaves in its wake eliminates all infantry units in the area and damages lightly armoured vehicles. When the Nuclear Missile Silo is built, all players are notified and the cover concealing it is removed.
With the development of the Nuclear Reactor, the Soviets have solved the problem of additional Tesla Reactors. This large building produces the equivalent of numerous Tesla Reactors, and the Soviet Commander has virtually all the energy he needs at his disposal. The destruction of a Nuclear Reactor causes a massive atomic explosion, the fallout from which wipes out infantry units and lightly armoured vehicles.
When the Soviets set up a radar station, they begin developing a new Spy Plane. As soon as it is ready, the Spy Plane can be deployed anywhere on the map. As soon as it flies over the target area, it lifts the veil, allowing the Soviets to discover new regions of the map.
MIGs carry out an air strike to bomb the structure at which Boris is aiming his Laser Turret.
The Force Shield renders buildings and vehicles in the selected area invisible for a short time; however, it causes a power cut immediately afterwards...
This is a particularly interesting Soviet ability that allows you to make units and structures invulnerable for a short period of time. Once ready and selected, the Iron Curtain renders units and structures within a close radius indestructible. Invulnerable units cannot be attacked by Terror Drones, but can still be mentally controlled. The power of the Iron Curtain destroys all infantry units on which it is used. It can be used in this way on enemy infantry units as a weapon.
The ultimate weapon in the Soviet arsenal is the Nuclear Silo. It launches a massive Nuclear Missile capable of completely devastating a given area. Furthermore, the radiation it leaves in its wake eliminates all infantry units in the area and damages lightly armoured vehicles.